cod5-sdk/raw/maps/_p51.gsc
2008-11-20 00:00:00 +00:00

58 lines
1.5 KiB
Text

// Cleaned up by: SRS (03/29/07)
//
// TODO: if the artists add bomb/turret tags,
// we can set up the script to include that functionality. (SRS 03/29/07)
main( model, type )
{
// Makes p51 the default vehicle type
if( !IsDefined( type ) )
{
type = "p51";
}
// Init anything to be used globally
level.vehicleInitThread[type][model] = ::init_local;
// Death FX for this vehicle
deathfx = LoadFx( "explosions/large_vehicle_explosion" );
// Models to set up precaching
switch( model )
{
case "vehicle_p51_mustang":
PrecacheModel( "vehicle_p51_mustang" );
// if we had a bomb model we'd have to precache that here also. (SRS 03/29/07)
//
// if we had a deathmodel we'd have to precache that here as well;
// for now just use the regular model as the deathmodel. (SRS 03/29/07)
level.vehicle_deathmodel[model] = "vehicle_p51_mustang";
break;
}
PrecacheVehicle( type );
// death fx stuff
level.vehicle_death_fx[type] = [];
// give the vehicle life
level.vehicle_life[type] = 999;
level.vehicle_life_range_low[type] = 500;
level.vehicle_life_range_high[type] = 1500;
// TODO add quake/rumble for when the plane flies by the player. (SRS 03/29/07)
//set default team for this vehicletype
level.vehicle_team[type] = "allies";
//enables turret
level.vehicle_hasMainTurret[model] = false;
//enables vehicle on the compass
level.vehicle_compassicon[type] = false;
}
// Anything specific to this vehicle, used globally.
init_local()
{
}